# Foliage Recompiles Every Time

**URL:** <https://forums.unrealengine.com/t/foliage-recompiles-every-time/311757>\
**Category:** Rendering\
**Tags:** compiling, unreal-engine, Foliage, Shaders, question\
**Created:** [March 19, 2015, 8:53pm UTC](https://forums.unrealengine.com/t/foliage-recompiles-every-time/311757 "2015-03-19T20:53:29Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![lime517](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@lime517](https://forums.unrealengine.com/u/lime517)\
**Post date:** [March 19, 2015, 8:53pm UTC](https://forums.unrealengine.com/t/foliage-recompiles-every-time/311757/1 "2015-03-19T20:53:29Z")

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Every time I open the editor for a project the shaders/materials for all of my foliage re compiles, with the exception of some grass meshes. The only thing I can think of is that I have non-foliage instances of those same meshes elsewhere in my world, but they never have to recompile. Help?

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**Author:** ![lime517](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@lime517](https://forums.unrealengine.com/u/lime517)\
**Post date:** [March 20, 2015, 2:02am UTC](https://forums.unrealengine.com/t/foliage-recompiles-every-time/311757/2 "2015-03-20T02:02:02Z")

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Woot! I figured it out guys. I went into the material editor for each of the affected materials, and unchecked and then rechecked (Under the “Usage” section) - “Used with Static Lighting” and “Used with Instanced Static Meshes”. Applied and saved, and let everything recompile. Worked perfect!

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**Author:** ![anonymous\_user\_ac41f7b1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ac41f7b1](https://forums.unrealengine.com/u/anonymous_user_ac41f7b1)\
**Post date:** [August 28, 2021, 3:19am UTC](https://forums.unrealengine.com/t/foliage-recompiles-every-time/311757/3 "2021-08-28T03:19:46Z")

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material for metahuman face was not loading. your solution worked for me, except i had to open the parent of the affected material, check and then uncheck (under ‘usage’ section):  
… ‘used with static lighting’  
… ‘used with instanced static meshes’

thank you
